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  2. Violence and video games - Wikipedia

    en.wikipedia.org/wiki/Violence_and_video_games

    The playing of violent video games may not be an independent variable in determining violent acts (for example, violent behaviour after playing violent video games may be age dependant, or players of violent video games may watch other violent media). Studies may not have been long or large enough to provide clear conclusions. [123]

  3. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    Video game play is frequently associated with obesity. Many studies have been conducted on the link between television & video games and increased BMI (Body Mass Index). Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30]

  4. Video game addiction - Wikipedia

    en.wikipedia.org/wiki/Video_game_addiction

    The addition defines as "a pattern of persistent or recurrent gaming behaviour ('digital gaming' or 'video-gaming')", defined by three criteria: the lack of control over playing video games, priority given to video games over other interests, and the inability to stop playing video games even after being affected by negative consequences. [3]

  5. Behavioral ethics - Wikipedia

    en.wikipedia.org/wiki/Behavioral_ethics

    Unethical behavior can be intended to benefit solely the perpetrator, or the entire business organization. Regardless, participating in unethical behavior can lead to negative morale and an overall negative work culture. [41] Examples of unethical behavior in business and environment can include: [42] Deliberate deception; Violation of conscience

  6. Gamergate (harassment campaign) - Wikipedia

    en.wikipedia.org/wiki/Gamergate_(harassment...

    A woman playing Go Play One in 2010. Gamergate is often considered to be a reaction to the changing cultural identity of the "gamer". As video games grew in mainstream popularity during the 1990s, a "gamer" identity emerged among predominantly young, male, heterosexual players, and the types of games designed to appeal to them.

  7. Millennials are most likely to behave unethically at work - AOL

    www.aol.com/article/finance/2017/10/25/millennia...

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  8. Griefer - Wikipedia

    en.wikipedia.org/wiki/Griefer

    A griefer or bad-faith player is a player in a multiplayer video game who deliberately annoys, disrupts, or trolls others in ways that are not part of the intended gameplay. . Griefing is often accomplished by killing players for sheer fun, destroying player-built structures, or stealing i

  9. “There’s no ethical way to do it.” And today, she's stepping away from social media altogether. Franke announced the beginning of a new chapter in an Instagram post with a photo of an ...